Dead Suns Adventure Path
The Dead Suns Adventure Path is sanctioned for use in the Starfinder Society Roleplaying Guild.
Download the Dead Suns Adventure Path rules and Chronicle sheets — (427 kb zip/PDF)
Equipment: Noqual as listed in the sidebar on page 26, but only for ammunition and melee weapons; all items on pages 50-53, except Ungarato.
Equipment: All equipment in this book is legal for play. Spells: All spells in this book are legal for play. Misc.: The devastator connection is not legal for play.
Equipment: All equipment in this book is legal for play except the grave wind necrograft.
Equipment: All equipment in this book is legal for play. Eohi boots must be worn for 24 hours before the wearer can benefit from their ability. A wearer cannot combine the full attack action associated with the eohi boots with any other class feature that might alter full attacks (such as flashing strikes or soldier’s onslaught.) The suggested alternate versions of the queller are not legal for play.
Equipment: All equipment in this book is legal for play except for the Holdall Raiment. Relics do not sell for full resale value, but can be sold for 50% of their value instead of 10%. Relics do not come with ammunition (which must be purchased separately). Disruption equipment have serious downsides when used in environments that are not on the Material Plane (including the Drift) which are repeated here for GM reference:
Disruption pistols and rifles expend twice the usage and have half the range when used on any plane other than the Material Plane. If used in the Drift, they deal damage to the user rather than the target on any attack roll of a natural 1. Disruption grenades work in a way similar to the rifles and pistols. Temporal disruption grenades, on the other hand, slow down the rate of subatomic movement, halting those affected by it for a short period of time but not otherwise damaging those within the blast. The radius of a disruption grenade’s explosion is reduced to 10 feet if it used on any plane other than the Material Plane. If used in the Drift, those caught in the blast radius can roll their saving throws twice and take the better result when attempting to halve the amount of damage taken or negate any secondary effects.
This book contains no additional character options.
Equipment: All equipment in this book with a list item level and price is legal for play except aeon guard armor, aeon guard rifles, maze-core equipment, and the resilient jacket. Dragonglaives can only be wielded by Large creatures or creatures with Strength modifiers of at least +4. Spells: The summon creature spell (page 144) is legal for play. Players using this spell are encouraged to have ready statblocks for creatures they can summon via this spell.
Themes: All themes in this book are legal for play. Archetypes: All archetypes in this book are legal for play. Replace the final paragraph of the Arcanamirium sage's Magic Item Scholar ability with the following: "Additionally, you can treat your character level as 1 higher for the purpose of purchasing hybrid or magic items; this does not stack with other abilities that increase your effective level when purchasing items." The biotechnician's discount on biotech augmentations from the industry connections ability does not stack with discounts from boons. For the divine champion archetype, when selecting a connection for the lesser divine power ability, you must select a connection that has your deity listed in the "Associated Deities" header. Feats: All feats in this book are legal for play. Equipment: All equipment in this book is legal for play except for the greater grandchilds cloak armor upgrade and the mature xenolash weapon. Spells: All spells in this book are legal for play except for mental block.